D&D 5E Magic Item Slots in D&D Next

What worn magic item slots do want to see in 5E?

  • Longer slot list from older editions.

    Votes: 21 13.2%
  • Shortened slot list from 4E.

    Votes: 32 20.1%
  • Further condense the slot list.

    Votes: 34 21.4%
  • Eliminate limits on worn magic items.

    Votes: 43 27.0%
  • Other, please explain.

    Votes: 29 18.2%

If they succeed at decoupling character power from magic items and make a usable system to determine what an effective challenge for the party is based on the items they actually possess, then I don't see a mechanical need for a slot system beyond letting the DM exercise some judgement. Basically, if a person can wear something without it getting in the way of other stuff I'd say go for it. Two cloaks or two masks would still be a non-starter almost all the time, but if someone has 4 rings, and a different magical left and right boot, I have no problem with them gaining the benefit from them all. Plus we can move away from the nonsense of defining different slots for every kind of physical form. Remember Lords of Madness defining the magic item slots for a beholder? For those wondering: one headband/hat/phylactery, three goggles, three amulets/brooches/medallions/necklaces/periapts/scarabs, one belt, one pair of bracers or two bracelets, and up to three rings. Yeah, I can do without that.

That said, the flavor of many traditional D&D items come, at least in part, from where on the body it goes. I'd probably keep most of these associations (the DMG better have Boots of Haste, for example) but make it clear that these slot "restrictions" are much more about theme than mechanics. Especially compared to 3/3.5, where managing abilities that required the same slots was (IMO) tiresome more often than it was fun.
 

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Heh, cool I was thinking of starting a thread like this as well.

I voted- Further condense the slot list.

Probably something like....

Head
Arms
Body
Legs

Anything else in unnecessarily specific (do we really need a belt slot?)

And Misc items don't take up a slot or have like a limit of 3, since they're more for funsies (like say eternal chalk or a decanter of endless water.)
 

I voted to keep the 4e list; I'd be fine with negotiating that downwards. Though in a perfect world, I'd be happy with abolishing the whole thing.....and not worrying about half the magic item list being crap that gives static bonuses and that's it.
 


Other: A character cannot controll more item levels than f(character level).

Still a hard limit, but more flexible. One character can go christmas tree with a dozen of little trinkets, another just has a great magic sword. Character could also earn other types of boons without yet another system.
 

I prefer the shorter 4e list. Realistically my players rarely get more than 3 magic items, I think anyone with that many magic items is pretty darn lucky.
 

If you're going to limit magic items, slots are an unnecesary complication. A hard limit on number of magic items would work as well, coupled with common sense (you can't wear two sets of plate armor). Mr T would pity the fool who thinks you can wear only one necklace or two rings.
 

While I like limits on the sheer amount of magic you can use at one time (I'm a big disliker of the Xmas tree effect), I find "slots" feel too artificial.

I'm not sure how I'd handle it, though.
 

This strikes me as the PERFECT kind of topic for the "Modularity" that is being toted for the new edition.

There ought not be any "rule" for magic items, but a set of "options" to be chosen from by the DM/group (or make their own!) for their preference of playstyle.

I think [MENTION=43019]keterys[/MENTION] suggestion for a general guide (low magic=3 items, "average" magic=5, high magic=7) is a perfect example for any game.

Add to that the full on "Slots" option, for those that like/want it. With the proposed guidelines that you could do: head, neck, back, body [front/torso], belt/waist, arms, wrists, hands, feet, 2 rings...and/or anything in between.

The "No slots" option...either because you're following the "3/5/7" rule, because you're not going to have magic items at all OR you ant to use...

...the "Go Gonzo" option! :D (for those that like/want that) Wear 2 rings on one hand, 3 rings on the other and put one in your nose? No problem. "Yes, your leiderhosen +3 works just fine with your socks of endless odor and the boots of levitation." You find a headband of intellect, a hat of disguise and earrings of comprehending languages? All yours, man!

Additional optional things to point out for the DM:
1) Magic Items all work together just fine.
2) Some/Certain items may cancel each other out ("Your Flaming sword seems to flicker and snuff when you put on the Breast Plate of the Frost Giant King") or do wonky things to their effects ("Your flaming sword dims a bit, but is still burning. But your new breast plate seems to be endlessly dripping/'leaking' very cold water, leaving a noticeable trail on the ground")...or YOU! (a.k.a. DM's FUN DAY! :devil: )
3) Items do not/will not work in tandem/stack, so you really have to keep to slots to make sure everything works as it says on the box.
4) Items do not/will not work in the same vicinity! "Aura crash!" You get ONE magic item on your person...and best to keep a minimum 10' from the other items in the group or nobody's +'ing anything!
5) Make it an element of Class...non-caster's can effectively get/use X items of Z type without repercussion. Casters can possess up to Y of any type, but can only use 1 at a time...
6) What-/however you want.

Anywho, I trust the point is made, use of magic item "Slots" as a "rule" in the books not only seems unnecessary, but at odds with the "optional/modularity" proposed for the addition. Let the DMs/groups "Choose Your Own" (gods, I loved those books ;) ) way to incorporate them.

Have fun and good morning, ENworld!
--Steel Dragons
 

I'm not a fan of "head slots give you only X effects" style.

Would rather limit the number of magical items one could wear with a "more than that would be too dangerous" excuse...
 

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